# Microsoft Developer Studio Project File - Name="quake3" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT ** # TARGTYPE "Win32 (x86) Application" 0x0101 CFG=quake3 - Win32 Release TA !MESSAGE This is not a valid makefile. To build this project using NMAKE, !MESSAGE use the Export Makefile command and run !MESSAGE !MESSAGE NMAKE /f "quake3.mak". !MESSAGE !MESSAGE You can specify a configuration when running NMAKE !MESSAGE by defining the macro CFG on the command line. For example: !MESSAGE !MESSAGE NMAKE /f "quake3.mak" CFG="quake3 - Win32 Release TA" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "quake3 - Win32 Release TA" (based on "Win32 (x86) Application") !MESSAGE "quake3 - Win32 Debug" (based on "Win32 (x86) Application") !MESSAGE "quake3 - Win32 Release TA DEMO" (based on "Win32 (x86) Application") !MESSAGE "quake3 - Win32 Release" (based on "Win32 (x86) Application") !MESSAGE "quake3 - Win32 Debug TA DEMO" (based on "Win32 (x86) Application") !MESSAGE "quake3 - Win32 vector" (based on "Win32 (x86) Application") !MESSAGE "quake3 - Win32 Debug TA" (based on "Win32 (x86) Application") !MESSAGE # Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName ""$/MissionPack/code", CAAAAAAA" # PROP Scc_LocalPath "." CPP=cl.exe MTL=midl.exe RSC=rc.exe !IF "$(CFG)" == "quake3 - Win32 Release TA" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 0 # PROP BASE Output_Dir ".\Release_TA" # PROP BASE Intermediate_Dir ".\Release_TA" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 0 # PROP Output_Dir ".\Release_TA" # PROP Intermediate_Dir ".\Release_TA" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /G6 /W4 /GX /O2 /Ob2 /D "_WIN32" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FR /YX /GF /c # ADD CPP /nologo /G6 /W4 /GX /O2 /Ob2 /D "_WIN32" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FR /YX /GF /c # ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /d "NDEBUG" # ADD RSC /l 0x409 /d "NDEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib wsock32.lib /nologo /stack:0x800000 /subsystem:windows /pdb:"Release_TA\quake3.pdb" /map:"Release_TA\quake3.map" /machine:IX86 /pdbtype:sept # SUBTRACT BASE LINK32 /pdb:none # ADD LINK32 botlib.lib renderer.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib wsock32.lib /nologo /stack:0x800000 /subsystem:windows /pdb:"Release_TA\quake3.pdb" /map:"Release_TA\quake3.map" /machine:IX86 /pdbtype:sept # SUBTRACT LINK32 /pdb:none # Begin Special Build Tool SOURCE="$(InputPath)" PostBuild_Desc=Post build processing.. PostBuild_Cmds=rem bash -c "perl ./unix/cons -- release-TA" # End Special Build Tool !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir ".\Debug" # PROP BASE Intermediate_Dir ".\Debug" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir ".\Debug" # PROP Intermediate_Dir ".\Debug" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /G5 /MTd /W3 /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /YX /GZ /c # ADD CPP /nologo /G5 /MTd /W3 /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /YX /GZ /c # ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /fo"win32\winquake.res" /d "_DEBUG" # ADD RSC /l 0x409 /fo"win32\winquake.res" /d "_DEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib wsock32.lib /nologo /stack:0x800000 /subsystem:windows /map /debug /machine:IX86 /pdbtype:sept # SUBTRACT BASE LINK32 /pdb:none # ADD LINK32 botlib.lib renderer.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib wsock32.lib /nologo /stack:0x800000 /subsystem:windows /map /debug /machine:IX86 /pdbtype:sept # SUBTRACT LINK32 /pdb:none # Begin Special Build Tool SOURCE="$(InputPath)" PostBuild_Desc=Post build processing.. PostBuild_Cmds=rem bash -c "perl ./unix/cons -- debug" # End Special Build Tool !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 0 # PROP BASE Output_Dir ".\quake3___Win32_Release_TA_DEMO" # PROP BASE Intermediate_Dir ".\quake3___Win32_Release_TA_DEMO" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 0 # PROP Output_Dir ".\quake3___Win32_Release_TA_DEMO" # PROP Intermediate_Dir ".\quake3___Win32_Release_TA_DEMO" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /G6 /W4 /GX /Zd /O2 /Ob2 /D "_WIN32" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "PRE_RELEASE_TADEMO" /D "PRE_RELEASE_DEMO" /YX /GF /c # ADD CPP /nologo /G6 /W4 /GX /Zd /O2 /Ob2 /D "_WIN32" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "PRE_RELEASE_TADEMO" /D "PRE_RELEASE_DEMO" /YX /GF /c # ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /d "NDEBUG" # ADD RSC /l 0x409 /d "NDEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib wsock32.lib /nologo /stack:0x800000 /subsystem:windows /pdb:"Release_TA\quake3.pdb" /map:"Release_TA\quake3.map" /debug /machine:IX86 /pdbtype:sept # SUBTRACT BASE LINK32 /pdb:none # ADD LINK32 botlib.lib renderer.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib wsock32.lib /nologo /stack:0x800000 /subsystem:windows /pdb:"Release_TA\quake3.pdb" /map:"Release_TA\quake3.map" /debug /machine:IX86 /pdbtype:sept # SUBTRACT LINK32 /pdb:none !ELSEIF "$(CFG)" == "quake3 - 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Win32 Debug TA DEMO" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir ".\quake3___Win32_Debug_TA_DEMO" # PROP BASE Intermediate_Dir ".\quake3___Win32_Debug_TA_DEMO" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir ".\quake3___Win32_Debug_TA_DEMO" # PROP Intermediate_Dir ".\quake3___Win32_Debug_TA_DEMO" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /G5 /MTd /W3 /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "PRE_RELEASE_TADEMO" /D "PRE_RELEASE_DEMO" /FR /YX /GZ /c # ADD CPP /nologo /G5 /MTd /W3 /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "PRE_RELEASE_TADEMO" /D "PRE_RELEASE_DEMO" /FR /YX /GZ /c # ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /fo"win32\winquake.res" /d "_DEBUG" # ADD RSC /l 0x409 /fo"win32\winquake.res" /d "_DEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib wsock32.lib /nologo /stack:0x800000 /subsystem:windows /map:"Debug_TA\quake3.map" /debug /machine:IX86 /pdbtype:sept # SUBTRACT BASE LINK32 /pdb:none # ADD LINK32 botlib.lib renderer.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib wsock32.lib /nologo /stack:0x800000 /subsystem:windows /map:"Debug_TA\quake3.map" /debug /machine:IX86 /pdbtype:sept # SUBTRACT LINK32 /pdb:none !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 0 # PROP BASE Output_Dir ".\quake3___Win32_vector0" # PROP BASE Intermediate_Dir ".\quake3___Win32_vector0" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 0 # PROP Output_Dir ".\quake3___Win32_vector0" # PROP Intermediate_Dir ".\quake3___Win32_vector0" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /G6 /W4 /GX /Zi /O2 /Ob2 /D "_WIN32" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /GF /vec /vec:stats /vec:pii /vec:o10 /vec:yes /c # ADD CPP /nologo /G6 /W4 /GX /Zi /O2 /Ob2 /D "_WIN32" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /GF /vec /vec:stats /vec:pii /vec:o10 /vec:yes /c # ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /d "NDEBUG" # ADD RSC /l 0x409 /d "NDEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib wsock32.lib /nologo /stack:0x800000 /subsystem:windows /pdb:"Release_TA\quake3.pdb" /map:"Release_TA\quake3.map" /debug /machine:IX86 /pdbtype:sept # SUBTRACT BASE LINK32 /pdb:none # ADD LINK32 botlib.lib renderer.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib wsock32.lib /nologo /stack:0x800000 /subsystem:windows /pdb:"Release_TA\quake3.pdb" /map:"Release_TA\quake3.map" /debug /machine:IX86 /pdbtype:sept # SUBTRACT LINK32 /pdb:none !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir ".\Debug_TA" # PROP BASE Intermediate_Dir ".\Debug_TA" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir ".\Debug_TA" # PROP Intermediate_Dir ".\Debug_TA" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /G5 /MTd /W3 /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /YX /GZ /c # ADD CPP /nologo /G5 /MTd /W3 /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /YX /GZ /c # ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /fo"win32\winquake.res" /d "_DEBUG" # ADD RSC /l 0x409 /fo"win32\winquake.res" /d "_DEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib wsock32.lib /nologo /stack:0x800000 /subsystem:windows /map:"Debug_TA\quake3.map" /debug /machine:IX86 /pdbtype:sept # SUBTRACT BASE LINK32 /pdb:none # ADD LINK32 botlib.lib renderer.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib wsock32.lib /nologo /stack:0x800000 /subsystem:windows /map:"Debug_TA\quake3.map" /debug /machine:IX86 /pdbtype:sept # SUBTRACT LINK32 /pdb:none # Begin Special Build Tool SOURCE="$(InputPath)" PostBuild_Desc=Post build processing.. PostBuild_Cmds=rem bash -c "perl ./unix/cons -- debug-TA" # End Special Build Tool !ENDIF # Begin Target # Name "quake3 - Win32 Release TA" # Name "quake3 - Win32 Debug" # Name "quake3 - Win32 Release TA DEMO" # Name "quake3 - Win32 Release" # Name "quake3 - Win32 Debug TA DEMO" # Name "quake3 - Win32 vector" # Name "quake3 - Win32 Debug TA" # Begin Group "Source Files" # PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;hpj;bat;for;f90" # Begin Source File SOURCE=client\cl_cgame.c DEP_CPP_CL_CG=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\botlib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=client\cl_cin.c DEP_CPP_CL_CI=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_local.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=client\cl_console.c DEP_CPP_CL_CO=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=client\cl_input.c DEP_CPP_CL_IN=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=client\cl_keys.c DEP_CPP_CL_KE=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=client\cl_main.c DEP_CPP_CL_MA=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=client\cl_net_chan.c DEP_CPP_CL_NE=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=client\cl_parse.c DEP_CPP_CL_PA=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=client\cl_scrn.c DEP_CPP_CL_SC=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=client\cl_ui.c DEP_CPP_CL_UI=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\botlib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\cm_load.c DEP_CPP_CM_LO=\ ".\bspc\l_qfiles.h"\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_local.h"\ ".\qcommon\cm_polylib.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\qcommon\unzip.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\cm_patch.c DEP_CPP_CM_PA=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_local.h"\ ".\qcommon\cm_patch.h"\ ".\qcommon\cm_polylib.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\cm_polylib.c DEP_CPP_CM_PO=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_local.h"\ ".\qcommon\cm_polylib.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\cm_test.c DEP_CPP_CM_TE=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_local.h"\ ".\qcommon\cm_polylib.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\cm_trace.c DEP_CPP_CM_TR=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_local.h"\ ".\qcommon\cm_polylib.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\cmd.c DEP_CPP_CMD_C=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\common.c DEP_CPP_COMMO=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\cvar.c DEP_CPP_CVAR_=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\files.c DEP_CPP_FILES=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\qcommon\unzip.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\huffman.c DEP_CPP_HUFFM=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\md4.c !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\msg.c DEP_CPP_MSG_C=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\net_chan.c DEP_CPP_NET_C=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=game\q_math.c DEP_CPP_Q_MAT=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=game\q_shared.c DEP_CPP_Q_SHA=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=client\snd_adpcm.c DEP_CPP_SND_A=\ ".\client\snd_local.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=client\snd_dma.c DEP_CPP_SND_D=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_local.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=client\snd_mem.c DEP_CPP_SND_M=\ ".\client\snd_local.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=client\snd_mix.c DEP_CPP_SND_MI=\ ".\client\snd_local.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=client\snd_wavelet.c DEP_CPP_SND_W=\ ".\client\snd_local.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=server\sv_bot.c DEP_CPP_SV_BO=\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\botlib.h"\ ".\game\g_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\server\server.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=server\sv_ccmds.c DEP_CPP_SV_CC=\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\g_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\server\server.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=server\sv_client.c DEP_CPP_SV_CL=\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\g_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\server\server.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=server\sv_game.c DEP_CPP_SV_GA=\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\botlib.h"\ ".\game\g_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\server\server.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=server\sv_init.c DEP_CPP_SV_IN=\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\g_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\server\server.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=server\sv_main.c DEP_CPP_SV_MA=\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\g_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\server\server.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=server\sv_net_chan.c DEP_CPP_SV_NE=\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\g_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\server\server.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=server\sv_snapshot.c DEP_CPP_SV_SN=\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\g_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\server\server.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=server\sv_world.c DEP_CPP_SV_WO=\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\g_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\server\server.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\unzip.c DEP_CPP_UNZIP=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\qcommon\unzip.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\vm.c DEP_CPP_VM_C4e=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\qcommon\vm_local.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\vm_interpreted.c DEP_CPP_VM_IN=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\qcommon\vm_local.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=qcommon\vm_x86.c DEP_CPP_VM_X8=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\qcommon\vm_local.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=win32\win_input.c DEP_CPP_WIN_I=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ ".\win32\win_local.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=win32\win_main.c DEP_CPP_WIN_M=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ ".\win32\resource.h"\ ".\win32\win_local.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=win32\win_net.c DEP_CPP_WIN_N=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\win32\win_local.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=win32\win_shared.c DEP_CPP_WIN_S=\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\win32\win_local.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=win32\win_snd.c DEP_CPP_WIN_SN=\ ".\client\snd_local.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\win32\win_local.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=win32\win_syscon.c DEP_CPP_WIN_SY=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ ".\win32\resource.h"\ ".\win32\win_local.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # Begin Source File SOURCE=win32\win_wndproc.c DEP_CPP_WIN_W=\ ".\cgame\cg_public.h"\ ".\cgame\tr_types.h"\ ".\client\client.h"\ ".\client\keys.h"\ ".\client\snd_public.h"\ ".\game\bg_lib.h"\ ".\game\bg_public.h"\ ".\game\q_shared.h"\ ".\game\surfaceflags.h"\ ".\qcommon\cm_public.h"\ ".\qcommon\qcommon.h"\ ".\qcommon\qfiles.h"\ ".\renderer\tr_public.h"\ ".\ui\keycodes.h"\ ".\ui\ui_public.h"\ ".\win32\win_local.h"\ !IF "$(CFG)" == "quake3 - Win32 Release TA" # ADD CPP /nologo /GX /O2 /FR !ELSEIF "$(CFG)" == "quake3 - Win32 Debug" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 Release TA DEMO" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Release" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA DEMO" # ADD CPP /nologo /GX /Od /FR /GZ !ELSEIF "$(CFG)" == "quake3 - Win32 vector" # ADD CPP /nologo /GX /O2 !ELSEIF "$(CFG)" == "quake3 - Win32 Debug TA" # ADD CPP /nologo /GX /Od /FR /GZ !ENDIF # End Source File # End Group # Begin Group "Header Files" # PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd" # Begin Source File SOURCE=game\bg_public.h # End Source File # Begin Source File SOURCE=cgame\cg_public.h # End Source File # Begin Source File SOURCE=client\client.h # End Source File # Begin Source File SOURCE=qcommon\cm_local.h # End Source File # Begin Source File SOURCE=qcommon\cm_patch.h # End Source File # Begin Source File SOURCE=qcommon\cm_polylib.h # End Source File # Begin Source File SOURCE=qcommon\cm_public.h # End Source File # Begin Source File SOURCE=game\g_public.h # End Source File # Begin Source File SOURCE=ui\keycodes.h # End Source File # Begin Source File SOURCE=client\keys.h # End Source File # Begin Source File SOURCE=game\q_shared.h # End Source File # Begin Source File SOURCE=qcommon\qcommon.h # End Source File # Begin Source File SOURCE=qcommon\qfiles.h # End Source File # Begin Source File SOURCE=renderer\qgl.h # End Source File # Begin Source File SOURCE=win32\resource.h # End Source File # Begin Source File SOURCE=server\server.h # End Source File # Begin Source File SOURCE=client\snd_local.h # End Source File # Begin Source File SOURCE=client\snd_public.h # End Source File # Begin Source File SOURCE=game\surfaceflags.h # End Source File # Begin Source File SOURCE=renderer\tr_local.h # End Source File # Begin Source File SOURCE=renderer\tr_public.h # End Source File # Begin Source File SOURCE=cgame\tr_types.h # End Source File # Begin Source File SOURCE=ui\ui_public.h # End Source File # Begin Source File SOURCE=qcommon\unzip.h # End Source File # Begin Source File SOURCE=qcommon\vm_local.h # End Source File # Begin Source File SOURCE=win32\win_local.h # End Source File # End Group # Begin Group "Resource Files" # PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe" # Begin Source File SOURCE=win32\cursor2.cur # End Source File # Begin Source File SOURCE=win32\cursor3.cur # End Source File # Begin Source File SOURCE=win32\qe3.ico # End Source File # Begin Source File SOURCE=win32\winquake.rc # ADD BASE RSC /l 0xc0a /i "win32" # ADD RSC /l 0x409 /i "win32" # End Source File # End Group # Begin Source File SOURCE=unix\ChangeLog # End Source File # Begin Source File SOURCE="unix\Conscript-pk3" # End Source File # Begin Source File SOURCE=Construct # End Source File # End Target # End Project